(Psi)SeveredHead
Adventurer
Would you play D&D if the following rules or design philosophy changed, and what would be your opinion of the change?
1) Instead of increasing HP and defenses as you level up, you only increase HP. (The idea being that defenses are how tough you are, and HP is how good you are at dodging and rolling with blows.)
That'd get me to stop. I stopped running 3.x years before it ended, and that was one reason I did so.
2) As above, but you only increase defenses. (The idea being that defenses are how good you are at dodging, and HP is how much flesh you can afford to have chopped off your body before you die.)
I'd be much less likely to stop over that, as it's a hell of a lot more realistic (in a good way!), but it would depend on how damage scaled.
I think I took part in a d20 Modern campaign like this. That seemed alright. It helps that in Modern damage doesn't scale very well (except melee damage, which was a mark against this).
Star Wars SAGA could probably handle this with some changes (mainly nerfs to feats that give multiple firearm attacks and Jedi class features that boost lightsaber damage).
I also almost took part in an online Modern campaign like this, but the DM just wanted everyone in heavy armor, and that was the "stick" to force us to do so. (So I dropped out, fast, before the first session once I realized how serious that was.)
3) Spells always took more than a round to cast, but were commensurately stronger. Getting hit during casting would disrupt your spell.
That would stop me immediately. It's like a badly written fantasy novel. Spending a round doing nothing isn't that much fun.
4) Movement wasn't tracked by square; instead, the battle had different arenas, and you could move between them as a move action. You can attack anyone in the same arena with melee attacks. Flanking and similar things are replaced by simply seeing which side has numerical superiority.
That wouldn't bother me too much, but it's a bit strange that you could easily hit someone in the back just due to having higher numbers. There would have to be some way of stopping them, if only reach weapons like pikes.
But maybe I'm overthinking it. Having numerical superiority in one arena (and getting flanking that way) wouldn't be that bad at all. FATE has an "arena" system (they're called zone) and it works pretty good, although there aren't any flanking rules, as it's rules-light.
5) There was a mechanic to inflict horrible wounds beyond simple HP damage during combat.
Depends.
Pathfinder has some feats that let you blind opponents on a crit, or stun them on a crit, or inflict bleeding damage, etc. That's cool, and gives you another reason to play a fighter rather than a barbarian or a PrC. Damage that lasts a really long time? Not so much. (Based on my experience playing Warhammer, ASoIaF and other slow-healing systems, even d20 Modern if you don't have someone with the Surgery feat.)
6) You could never get above level 6?
I wouldn't like that much. I could deal with Gamma World (cap at 10th-level), but to be fair, we reached 6th-level in only three sessions. I'm not even sure if we somehow managed to skip levels there. In any event, it was clear from the get-go that the GW campaign would only last for one adventure.
7) A typical combat exchange went Attack Roll -> Dodge/Parry Roll -> Damage Roll -> Armor/Toughness soak -> Damage inflicted.
That wouldn't stop me. That was a proposed house rule for my d20 Modern game, and Mutants & Masterminds actually works kind of like that, only damage is much more complicated (no actual hit points). I would hope there are rules for enabling low-damage weapons to get armor penetration or something, as my experience in Warhammer Fantasy showed that to be hideously suboptimal. (I played a noble character once, who started with a rapier. It did lame damage but opponents got -10% to parry or dodge it since it was fast. It was NOT worth the tradeoff.)
8) There was a sanity score that took damage from encountering scary or horrible things.
See my points about long-term damage above. If you can't heal sanity reasonably fast, that would stop me playing. That became a problem in a Warhammer Fantasy game I was in. There was in fact a way of treating insanity fairly quickly, but that type of brain surgery dropped your wounds value to 0, and healing those took too long.
IMO, healing the damage once per adventure would be alright. I wouldn't mind, in a Cthulhu-inspired adventure, if you could lose a lot of sanity and some characters might have to "stop" (essentially dead, but would in flavor terms be gibbering, hospitalized or otherwise unplayable) as long as each PC had a chance of getting through with some sanity, and you could quickly heal once out of the horrible zone. The biggest problem with insanity is a PC quickly becomes unplayable, and the player is obliged to put their PC out of their misery and come back as someone else.
9) There was a social standing score that took damage from attacks against your reputation.
ASoIaF and FATE do this well. It would depend on how quickly you could "heal" from social damage, and for that matter, what the penalties to having social penalties were. If everywhere you went, your bad rep followed, even to the point of ignoring logic (how do these farmers know who I am? It's not like the ravens flew here) that would be really bad. On the other hand, if you could avoid the penalties entirely just by walking to the next county, that's swinging the balance too far toward no-real-penalty.
In both of those systems, you can heal from social damage pretty quickly, but in FATE losing an intrigue can still inflict a long-term consequence. (For instance, our PCs nearly lost a long intrigue in FATE, and had we lost, would have had a consequence that any opponent could tag once for free in any situation where it would make sense. This is basically a free +2 bonus they can use against us, either on social skills, attacks, to resist a social roll or attack... For instance, making fun of Rep. Weiner's "excitement" is a pretty good freebie. While anyone could get a bonus by zinging that in a debate against him, it wouldn't automatically prevent him from winning a debate.)
10) Spells had a chance of going horribly awry and doing chaotic things.
Not a fan of this. Warhammer has this, and it's only fun for the caster. (And, more to the point, only people who like that kind of stuff would dare play one. We had a psychic who probably caused more damage to the party than anything we faced in a Warhammer 40K campaign. Naturally he wanted to fail those rolls.)